It Came From the Campaign Wiki!

By penpenpen, in Star Wars: Edge of the Empire RPG

I'm a big fan of campaign wikis to keep track of things and keep everyone engaged between sessions, but since I prefer to keep them closed, there is a lot of stuff in them that is sadly never seen by anyone else. Granted, a lot of it is internal campaign info not really relevant to anyone outside the campaign, but since our current wiki, covering two campaigns so far, is starting to reach a respectable size I figure I'd start curating some of the more useful or just plain well written stuff to share with you.

(optimistically saving this space for indexing what I hope to be a lot of posts)

First off, lets go somwhere interesting. I hear Ald Midea is nice this time of year.

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Ald Midea

A largely barren world, the surface of Ald Midea is a dusty, shattered ruin. Most of the ground consists of canted rock ledges and pools of greenish mist, and is mainly used for storage facilities. The sole settlement on planet is a small repulsorlift shunt that continually relays cargo back and forth from the habitats in orbit.

The habitat in question is nameless, a mesh of durasteel conduits and hollowed-out asteroids. Locals simply refer to it as "the town." It offers a thinly stocked shipyard, three cantinas, eight cornershops and a used spaceship vendor. The bulk of its tourists attractions consist of an observation blister near the reactor level, where observers can soak in the serenity of the cosmos as well as the lubricants dripping from above.

A write-up of the impressive somewhat adquate Pinook fighter .

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Pinook fighter

Silhouette: 3
Speed: 4
Handling: 0

Defense (F/P/S/A): 1/-/-/0

Armor: 2
Hull Threshold: 6
System Strain Threshold: 8

Hull Type/Class: Starfighter/Pinook
Manufacturer: Joraan Drive Systems
Hyperdrive: Primary: Class 1.5
Navicomputer: Yes
Sensor Range: Short
Crew: One pilot
Encumbrance Capacity: 3
Passenger Capacity: 0
Consumables: One week
Cost/Rarity: 50,000 credits/6
Customization Hard Points: 2
Weapons: Twin light laser cannon (Fire Arc Front; Damage 5; Critical 3; Range [Close]; Linked 1)

22 minutes ago, penpenpen said:

First off, lets go somwhere interesting. I hear Ald Midea is nice this time of year.

Sure doesn’t sound very nice.

A character from a PC backstory.

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Saar Harn

Saar Harn is Esral'sa'Nikto former Jedi who managed to survive Order 66.

Saar was a accomplished Jedi knight during the clone wars and successful battlefield commander, but regarded with some apprehension by certain parts of the order due to his aggressive tactics. When Order 66 was given, Saar commanded a small cruiser and a crack team of ARC troopers that turned on him with little hesitation. Due to sheer luck, Saar had secluded himself in meditation at the moment and was forewarned by the clones attempt to breach his sealed chamber. A vicious fight broke out through the ship, Saar cutting his way through many of the men he had led throughout the war, before reaching an escape pod and covering his tracks by setting the ship to self destruct. As the cruiser was was presumed lost with all hands, Saar could have gone into hiding with little risk of pursuit, but anger and outrage led him to assemble a small resistance cell and leading them through several daring raids as the empire strengthened their grip of the galaxy.

Saar soon took one chance to many and his brave team was tracked down and their base breached. Saar brashly took up the challenge when the dark clad imperial commander ignited her crimson lightsaber, as he was eager to prove himself against a worthy foe. Saar was a skilled fighter and held his own for a while, but it dawned on him too late that while he was fighting a duel, his opponents were waging a war. As imperial stormtroopers opened fire on him, the inquisitor struck a vicious blow and Saar, overwhelmed, fell, grievously injured. Before the imperial forces could finish him off however, his loyal band of followers counter attacked and pulled him to relative safety. For the first time, Saar's resolve crumbled into face of hopelessness and despair, and leaving his troops, his friends, behind to make a last stand, managed to crawl to a ship in order to make his escape. Perhaps he wanted to spare his friends captivity and torture, perhaps he just wanted to strike back against those who defeated him, or perhaps he just wanted to cover his own tracks, but in a dark reprise of his escape from Order 66, Saar set the base to self destruct before escaping, killing imperials and rebels alike.

After this, Saar was a broken man, pained by his injuries and tortured by his actions. He became a small time con-man and thief, wandering the outer rim, keeping his head down, trying to forget he was ever a Jedi and desperately seeking solace in a bottle.

@penpenpen Which wiki site do you use?

2 minutes ago, ThreeAM said:

@penpenpen Which wiki site do you use?

We're hosted by Miraheze.org

What kind of strange droids are those?

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Precursor Astromech droids

Early space faring civilizations seem to have had astromech droids of their own. Some of these droids are still extant and might reawaken when their ancient starships or ruins are intruded upon by erstwhile adventurers. They are not commonly aggressive, however, but instead seem to gather into swarms to try and rebuild and reactivate whatever has gone broke over the millennia, no matter how futile an endeavor it may be. Rumor has it that, on rare occasions, an ancient, ghostly ship has been reactivated in this fashion, automatically folded out its great light sails, and set course on autopilot, for unknown parts of space.

The most commonly encountered variant of precursor astromech droids seem to be of Gree design. It has a small, smooth, jet-black body with clear octopoid elements, fashioned from an unknown metal. Several red eyes dots its oblong head. It walks and climbs deftly on a set of long, prehensile tentacles whose tips seems able to produce all kinds of equipment in an almost organic fashion. This equipment includes, but is not necessarily limited to, cable splicers, manipulators, spinning blades, climbing hooks, arc welders, and a strange kind of needle. The droids are powered by an exotic energy source, and seem to possess some kind of rudimentary hive mind. Their internal cabling, however, is in certain ways similar enough to modern technology that it's possible to switch out the power source.

Precursor Astromech droid (Minion) [ edit ]

Brawn 1 Agility 2 Intellect 1 Cunning 1 Willpower 2 Presence 1
Soak Value: 3 Wound Threshold: 4 Defense: 2|1

Skills (Group Only): Astrogation, Computers, Mechanics, Melee, Resilience

Talents: None

Abilities:

  • Darkvision
  • Droid
  • Hive-Mind: Precursor Droids increase their Intellect when in a group, just as if it were a skill. They also increase their group skills, in normal minion fashion.
  • Resurrection Protocols: After an encounter, a destroyed Precursor Droid can roll Mechanics once against a normal difficulty. If successful, it is restored to full functionality with one wound remaining.

Equipment: Force Conduit Tendrils (Melee; Damage 3; Critical 4, Range: Engaged; Stun Damage), Rotating Antimatter Knife (Melee; Damage 4; Critical 2, Range: Engaged; Pierce 2 Vicious 1), Omni-Tendrils (counts as a tool kit)

Netiquette commentary: I've removed pictures from the articles, as to not appear to take credit for them.

Some stats for the AT-DP . No write-up beyond what can be found on Wookieepedia.

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AT-DP

Silhouette: 3
Speed: 2
Handling: 0

Defense (F/P/S/A): 0/-/-/0

Armor: 3
Hull Threshold: 12
System Strain Threshold: 12

Hull Type/Class: Reconnaissance Walker/AT-DP
Manufacturer: Kuat Drive Yards
Sensor Range: Short
Crew: One pilot, one gunner.
Encumbrance Capacity: 14
Passenger Capacity: 0
Cost/Rarity: (R) 50,000 credits/7
Customization Hard Points: 1
Weapons: Chin-mounted medium laser cannon (Fire Arc Forward; Damage 6; Critical 3; Range [Close]).

I like the freaky astromechs!

Nice bit of background color, something to give a location some individuality. And if the players are interested they can dig deeper.

7 minutes ago, Stan Fresh said:

I like the freaky astromechs!

Nice bit of background color, something to give a location some individuality. And if the players are interested they can dig deeper.

Ald Midea? Yeah, I'm lucky enough to have one of my players throw that together as his PCs home world in the campaign I'm running.

Now I need to send the PCs there because I want to explore the place!

Edited by penpenpen

No, the astromechs. I envision them as weird background extras, like the cantina patrons or the alien masses on the streets of Tatooine and Coruscant. They give depth and texture to locations but aren't the focus unless a PC engages with them.

9 hours ago, Stan Fresh said:

No, the astromechs. I envision them as weird background extras, like the cantina patrons or the alien masses on the streets of Tatooine and Coruscant. They give depth and texture to locations but aren't the focus unless a PC engages with them.

That is a very different use of them compared to when the showed up in the campaign I'm a player in, but that's a really cool approach. Inspiring even!

I made a space station. The the PCs blew it up.

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Garrus-class communications hub

While the original purpose of the Garrus-class hub was to serve a simple node in an intergalactic communications network, the clone wars broke out during it's design phase, and it was hastily redesigned to have the capability to defend itself. This delayed the design process considerably, but the project leaders were certain than this type of armed comms hub would be the prefect design for a galaxy locked in a war for the foreseeable future. However, as the redesign neared completion the clone wars ended as abruptly as they began, and Galentro Heavy Works now found themselves with a project that had absorbed triple it's projected R&D budget, and would most likely be unsellable. The project was hastily shelved while the company executives scrambled to find some way to recoup their losses.

Quite astonishingly the end of war did not bring the expected military wind down expected. Rather the Empire embarked on on an ambitious rearmament campaign, and Galentro managed to sell the Garrus-class as an insurgency-proof comms/security station. With new Imperial funding the project was hastily finished and put into manufacture with little testing, as most individual systems were based on battle proven designs.

The Garrus-class turned out to be a mixed bag at best. It worked well enough as an orbital security station and was a dependable deep space communications node, the problems were that the optimum placement for either of these functions severely hampered it's use as the other. The order was cancelled after a few hundred units were produced, Galentro only barely breaking even.

The Garrus-class is about as well armed and armored as most warships of it's size, which seemed adequate in the early clone wars, but for a space station it turns out it is quite lacking. While it's turbolaser batteries are mounted on rail systems that give them excellent fields of fire, they need constant calibrations to remain accurate. As a more or less immobile fortress it is at a disadvantage against attack from larger ships and it's fixed point defense cannons lack the flexibility to concentrate fire on incoming attack craft.

It's inadequacies was proven in a recent rebel attack on the station above Saleucami, where the station was unable to fend off a single flight of Y-wings. The Saleucami station was lost with all hands when it's main reactor core was detonated by a pair of proton torpedoes, vaporizing the station.

Statblock

Silhouette: 6
Speed: 0
Handling: 0

Defense (F/P/S/A): 2/2/2/2

Armor: 6
Hull Threshold: 80
System Strain Threshold: 50

Hull Type/Class: Space station/Garrus-class.
Manufacturer: Galentro Heavy Works
Hyperdrive: None.
Navicomputer: None.
Sensor Range: Extreme.
Ship's Complement: 450 officers, pilots, and enlisted crew.
Starfighter Complement: Twenty-four starfighters.
Encumbrance Capacity: 5,000.
Passenger Capacity: 200 troops.
Consumables: Five years.
Cost/Rarity: 12,500,000 credits (R)/7.
Customization Hard Points: 3.
Weapons: Six rail-mounted medium turbolaser turrets (Fire Arc All; Damage 10; Critical 3; Range [Long); Breach 3, Slow-Firing 1).

Three starboard, three port, three forward, and three aft retractable turret-mounted light laser cannons (Fire Port or Starboard or Forward or Aft; Damage 5; Critical 3; Range [Close)).

One heavy tractor beam emitter (Fire Arc All; Damage -; Critical -; Range [Medium]; Tractor 6).